Septemberās Featured Game: Turovero: The Celestial Tower
DEVELOPER(S): Queenie
ENGINE: RPG Maker VX Ace
GENRE: RPG, Adventure, Psychological, Dark Fantasy
WARNINGS: Violence, Light Horror Elements, Sensitive Themes
SUMMARY: Turovero: The Celestial Tower is a freeware, dark fantasy role-playing game created with RPG Maker VX Ace. Players take on the role of four young adventurers - Sigurd, a brave and kind-hearted knight, Leilia, a gentle and motherly cleric, Edric, a gifted yet sharp-tongued mage, and Ruby, a cheeky, fun-loving thief - who have no recollection of their lives prior to meeting one another. Determined to free their world from the influence of an ancient evil, the Dark One, the group sets forth on their most perilous journey yet as they climb the mysterious divine tower, Turovero.
However, as the heroes ascend the Celestial Tower, they begin to realize that not everything is as it seems. Just what is the Dark One that plagues their world so, and what truly happened to the Four Gods of legend? The answers to these questions lie in wait for them at the top of the tower⦠but do they truly want to discover them?
Play the game here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself!
I'm Queenie and this is my second game that I've developed, written, and composed for (my first game was Prom Dreams: A High School Love Story, a horror / dating sim game available whever you can download Turovero from). I've been making games in earnest for about 4 years now, but I did use to muck around in the old bootleg version of RPG Maker 2000 when I was a kid I guess.
Because one of the main complaints about my first game was the artwork, and because I, er, can't draw very well, I also enlisted the help of @genkaiko, @caffeineandcarpaltunnel, @pleasedrawmore, and @meakersneakers to draw the character artwork, title and ending artwork, enemy artwork, and cutscene artwork respectively. Check them out too if you've got the chance!
What is your project about? What inspired you to create this game initially?
*Queenie: I've always enjoyed horror games and games that started out normal / cute / cliched but slowly turned into something darker as they went on. I also really love RPGs and adventure games. So, naturally, I figured I'd combine the two at some point, and thus the initial concept for Turovero was born!
How long have you been working on your project?
*Queenie: Total development time was around 2.5 years.
Did any other games or media influence aspects of your project?
*Queenie: Considering every games I've made so far is essentially cobbling together various ideas from games and anime I love, you bet your ass it did LOL. Gameplay involves a mix of classic Final Fantasy-esque battles and Zelda-style field puzzles, whereas the story and atmosphere takes inspiration from other RPG Horror games and anime such as Madoka Magica and Higurashi. Essentially, dark psychological drama wrapped up in a nice little JRPG shell. Or something like that.
Have you come across any challenges during development? How have you overcome or worked around them?
*Queenie: Besides my complete and utter lack of art skills (which I thankfully had my team to help me with!), I also really struggled with the field skills due to RPG Maker's admittedly shoddy collision detection. I was eventually able to make the mechanic work around 90% of the time (and if it doesn't, protip: push up against the object before activating the field skill), so it's thankfully playable, but it sure was a pain to work with :T
Have any aspects of your project changed over time? How does your current project differ from your initial concept?
*Queenie: I actually try to fully create a solid outline of my games and then stick to it, for the most part, so that I don't lose track during development. So, to be honest, not a whole lot changed besides some minor details, such as names, battle skills, and combat balance adjustments. Although, I did originally envision the theme and look of the final "dungeon" a bit differently (which I obviously won't go into details about), and only went with the current design because I couldn't get the sprites to cooperate with me and I was like "well, eh, this is the next best thing I guess". :P
What was your team like at the beginning? How did people join the team? If you donāt have a team, do you wish you had one or do you prefer working alone?
*Queenie: I did about 80% of the game myself, but I did have an interview/portfolio submission process for artists. I knew many of them previously, and the title artist I'd already had a working relationship and internet friendship with, so that made things easier as well. It also helped that I could share my ideas (and memes. lots of memes.) during the development process so I didn't have to keep the game 100% secret, haha.
What is the best part of developing a game?
*Queenie: The music!! I freakin' love composing okay. I also love writing emotional or comedic scenes, then see other people's reactions to them as they play. Speaking of which, my jar of Player Tears seems to be running a little empty lately... :3c
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing?
*Queenie: I usually just go with the kind of gameplay my story needs and that my developer's skills will allow; sometimes I see another game and go "oh, that's possible?", and might keep that knowledge in handy, but I don't actively seek out gameplay inspiration or anything.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?)
*Queenie: My boy Edric and his grumpy yet adorable tsundere ways LOL. I have a thing for characters with love problems okay ;;
Looking back now, is there anything that regret/wish you had done differently?
*Queenie: I do kind of wish the game had a way to do something like unison attacks from the Tales series, since it'd be thematically consistent with the game's ideas of friendship and unity, but at the time I wasn't willing to fudge around with the battle engine too much, so I shelved the idea.
Do you plan to explore the gameās universe and characters further in subsequent projects, or leave it as-is?
*Queenie: I have ideas for some prequel stories (in an e-book or even a visual novel format) that expand upon the characters and world a bit, but I'm waiting to gauge interest in them.
What do you most look forward to upon/after the release of a project?
*Queenie: Player reactions and Let's Plays, definitely. I feed off of player reactions. I crave them like a zombie craves brains. If you play my games please tell me how much you suffered - er, enjoyed it, it really makes my day!
Is there something youāre afraid of concerning the development or the release of your game?
*Queenie: Honestly, only that it'd attract the wrong kind of fan - you know, the ones who harass people over fictional characters and over a work not being 100% to their particular standards. Thankfully that hasn't seemed to happen yet, and most people who've played my games are super chill and awesome.
Do you have any advice for upcoming devs?
*Queenie: Use outlines and try not to shovel features into your game just because you can! Figure out what kind of game you want and then focus your energy on making it the best version of that image that you can. Sure, my games may not take advantage of everything RPG Maker can do, but I don't think they need to - I only needs the elements that will help me tell my story the way I want to.
Question from last month's featured dev @Teal Crown: If you're working on a team, how do you manage to keep organized? (Otherwise: If you could meet your favourite dev, the one that inspires you the most, what would you ask them?)
*Queenie: My artists and I kept up via Tumblr messenger and Discord mostly. I also made a beta testing server when the game reached the testing phase, which was very helpful and also loads of fun. :)
We mods would like to thank Queenie for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Turovero: The Celestial Tower if you havenāt already! See you next month!Ā
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DEVELOPER(S):Ā Lev, Kip, Rose, Tredlocity, C, Bittersweet
ENGINE: RPGMaker MV
GENRE: Adventure, RPG
WARNINGS: Anxiety, Body horror, Implied child harm
SUMMARY: Ghost Hospital is a game about anxiety, depression, despair, mental rock bottoms, and, of course, ghosts. You play as Robin, a twelve-year-old girl who has an anxiety disorder and is very much alive in this hospital meant for beings that are not alive. Frankly, her anxiety was already bad enough before she landed in a hospital full of dead people, the still-shambling shells of ancient ghosts who try to take her down for a sweet taste of life, and the hospital directors hellbent on keeping her contained, and more importantly, away from the reason she's REALLY there.
Thankfully, you have your new friends Jay and Sarcastic Ghost- Jay is a ghost about your age, and still a very new arrival to the hospital, and Sarcastic Ghostā¦well, he's an amorphous blob of a ghost, who talks a lot despite not having a mouth.
Download the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself!
Lev: Hey, my name is Lev! I'm an artist and storyteller, and though I've wanted to make games for a long time, this is my first serious attempt! Most of my work is about my experiences in mental illness.
Kip: I'm a freelance artist being allowed to write cheap jokes in ghost form.
Rose: I'm a freelance writer and editor for the game! I also work on dialogue and story drafting.
Tredlocity: My name is Tredlocity! I do some character designs and writing in the game!
C: c / ghoul is a character designer, comic artist and Halloween enthusiast. They're currently apart of several indie game teams and are writing the webcomic, This Dark Forest of Ours.
Bittersweet: I'm Kendall (AKA Bittersweet), and I'm the resident music person (one of two, technically, but the other left the project unfortunately.) This is my first (and thus far only) major soundtrack composition project, but thus far, it's been a satisfying one!
What is your project about? What inspired you to create your game initially?
*Lev: Ghost Hospital is a game about anxiety, and the game was born out of an idea to put someone in the shoes of someone with clinical anxiety and depression without going for the prototypical 'horror game' or 'walking simulator', giving more game-friendly, practical narrative and gameplay examples of how it effects people.
How long have you been working on your project?
*Lev: The game started development in late 2016 as a thesis project for college. At its inital completion, it was more of a beta or proof of concept than a demo- in its current state, it's far closer to what we have envisioned for the final project.
Did any other games or media influence aspects of your project?
*Lev: Absolutely! The biggest influences are OFF, Yume Nikki, and Sweet Home, and a lot of Gameboy Color graphics and aesthetics- namely, Pokemon GSC and the GBC Zelda Games.
Have you come across any challenges during development? How have you overcome or worked around them?
*Lev: RPG Maker is a versatile engine, but still fairly restrictive, so getting all the effects I wanted to work was challenging. Mental illness and real life have been taking a toll on development time, too. Getting things to work took teaching myself some javascript, and after being in serious development for this long, I've found ways to motivate myself to keep working. Having other people checking in on you helps, too.
Have any aspects of your project changed over time? How does your current project differ from your initial concept?
*Lev: In its very first inital pitch, it was much closer to Yume Nikki, being more atmospheric and serious. At some point in character and world development, though, I couldn't bear to make it a stoic adventure, and with most of the stuff I already take inspiration from, it's hard for me to not put jokes into the media I make, anyway.
What was your team like at the beginning? How did people join the team? If you donāt have a team, do you wish you had one or do you prefer working alone?
*Lev: At the beginning, it was just me working on everything. The first people I brought on board were my concept artist, Kip, my writer, Rose, and my musician, Bittersweet. I can't do music on my own, and I knew from word go that I wanted this to be the kind of game with a strong story and a lot of unique NPCs.
What is the best part of developing the game?
*Lev: Call me biased, but the most fun part is making the art for it. It's hard for me to motivate myself to keep working if I'm just using default placeholder sprites, I have to make new NPCs to keep myself interested. It's not the most convenient, but it's fun to do, and it actually really does help with my workflow.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing?
*Lev: Oh, absolutely. RPG Maker games have a bad reputation for being very cut-and-paste, and there's a lot of those out there. But it just takes a bit of effort to make yourself and your game stand out, and it can be done absolutely beautifully! The latest one I've played was Hylics, completely surreal and wonderful.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?)
*Lev: Robin is a sort of proxy character for myself, so...I'm a bit biased on her. I love Jay a lot, too, he's kinda the friend I wish I had in elementary school when all this first showed up, haha.
*Tredlocity: As someone who faces anxiety on a daily basis, I relate to Robin a lot. Though I would say my favorite character is Jay, since he can shoot plasma and has blue hair.
*C: I'm partial to Coop [upcoming character], not just bc I designed them but bc I love big sister types.
*Rose: I also relate to robin and jay! i try to control my anxiety while remaining positive and hopeful about situations.
*Bittersweet: As an anxiety-riddled person, I relate immensely to Robin. However, my favorite character by far has to be Carna. (There's another character I'm particularly looking forward to when the full version of the game is released, though~)
Looking back now, is there anything that regret/wish you had done differently?
*Lev: Honestly, there's a few things I wanted the game to be able to do at the start that I wasn't able to make happen. I spent a LOT of time trying to get it to work without having to go in and code it myself, and I wish I'd been able to take a step back, remind myself that this is my first serious project, and just stop worrying so much about what, in the end, would've been a minor detail, anyway.
Once you finish your project, do you plan to explore the gameās universe and characters further in subsequent projects, or leave it as-is?
*Lev: Chances are I'm gonna leave it alone, but if I go back, I HAVE had a bit of a 'Ghost College' AU where they're exploring a haunted old library on their college campus instead of being trapped in a ghost hospital. It'd probably be cool as a point-and-click adventure, but it wouldn't exactly be a canon exploration of the postgame.
What do you look most forward to upon/after release?
*Lev: I'm actually working on a few other projects, so being able to work on those more freely would be great, especially considering I'm really bad at keeping my own limits in mind, haha.
Is there something youāre afraid of concerning the development or the release of your game?
*Lev: Mostly, I'm afraid that making a game about a subject like this, as a minority and with other people in my team that would be considered minorities, that releasing this game to the mainstream public would get me a lot of negative attention from people who think that people like us don't belong in the gaming sphere. It's pretty nerve-wracking, but after the positive reception of games like Undertale and SLARPG, it's getting easier to convince myself that I should be more afraid of people just generally not liking the game, haha.
Do you have any advice for upcoming devs?
*Lev: Have someone to work with! DEFINITELY have someone to work with. Even if it's just a friend to bounce ideas off of or someone to ask if you've been working on the game, having someone else involved helps a lot. And specifically for RPG Maker- if you can, replace your default font with a different one. It's a minor detail, but it goes a long way towards making your game feel more original.
*C: Always have a backlog of different projects. I have about four or five ideas constantly on rotation so I don't burn myself out on just one.
*Tredlocity: My advice for any creatives is to start small, and just get it out. Feedback is a great motivator, and the only way to get better at something is to keep doing it!
*Rose: I think some good advice is to write a few drafts of whatever it is you're working on in order to see which version you'd like to continue! let your work have different scenarios and situations based on various elements you insert or take out of a story, game, or other piece.
*Bittersweet: Don't pressure yourself to a dead-set deadline. I know, you want to get this project out eventually, and if you're on a roll with development then all the power to you, but if you're struggling, don't let it burn you out. That's just unhealthy.
Question from last month's featured dev @toxicshroomswamp: How do you feel about your main character(s)? What piece of life advice would you give them?
*Lev: I love my main characters, I love them like my own children. I would probably tell Robin that she'll learn to handle everything, it won't be so scary forever. I'd tell Jay that stopping for a minute and thinking is way more important than it seems. I'd tell Sarcastic ghost to shut up.
We mods would like to thank Lev, Kip, Rose, Tredlocity, C, and Bittersweet for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Ghost HospitalĀ if you havenāt already! See you next month!Ā